Episode 7 looks at unit stats and cover the important game concepts of Initiative and Experience... [video]http://youtu.be/bJ0Q0wX6Kls[/video]
Das123
Episode 6 looks at the strategic choices of the Research Trees... [video]http://youtu.be/qaDGW5g7JDg[/video]
I use BandiCam but it isn't free. CamStudio is really only any good for Windows applications. It really struggles with games.
Episode 5 goes through city management in some detail... [video]http://youtu.be/OWovT-BV5Ng[/video]
Thanks :) Here's Episode 4 which covers starting locations, the initial build queue, city spells, and recruiting the first champion. [video]http://youtu.be/YZst8YixNGQ[/video]
This episode finishes off the other menu items and has a closer look at the Faction Editor... [video]http://youtu.be/k6s7G7o8a54[/video]
Thanks for your comments :) This next video covers the choices of the starting factions and looks at the importance of matching your play style to the faction characteristics. [video]http://youtu.be/s3PgrN3F8uE[/video]
Hi folks, Well, with the launch of FE I've been itching to make another series. I'll probably make a couple of series over the coming weeks - one designed to help new players and then just a standard 'Let's Play' style series. But this first series will go slowly through the various game mechanics. The Playlist will be here... <a href="http://www.youtube.com/playlist?list=PLGB6RkFB7ZmMg-PjUc-wSucSj0UMI2Ahm" target="_
I've cleared my current videos (got a couple more illustration videos for the next couple of days) then straight into FE. Really looking forward to playing the release version.
I don't know about the rest of you but I've got a really good vibe about what Fallen Enchantress represents and how it will be received (knocking on wood so I don't put the moz on the project). The devs are probably feeling a little gun-shy after the release of War of magic but I feel the whole approach this time has been well structured and above all - realistic. You can see there has been a lot of uncompromising heart and soul put into the development of Fallen Enchantre
There should be a pop-up (like with research) when a city first stops building. And there should also be an option in the build queue for 'merchanise' or some such place-holder that allows you to produce a little gold each turn.
Yes, I've had this as well. :( But just on the tile the city started on. Would prefer the tile to be able to be re-built again.
While I would much prefer to have more say in what unit gets placed in the front and read ranks of tactical battles, I understand that is now a distant wish for some future patch or expansion. Placing ranged units in the rear rank has helped a little with the problem but the algorithm used to place units is still really flawed. If I have a full melee stack the units that move first are still behind the units that move last. Please have the order run something like the followin
No other quests open. Other Humble Inn quests completed successfully. Here is a save-game... https://dl.dropbox.com/u/9163563/Fallen%20Enchantress/Quest.EleSav
I have a Humble Inn with a medium difficulty quest that doesn't activate when a champion enters the tile. I've tried various combinations of champions but nothing works.
While I think FE is a very good game I'd be worried if it was considered the best strategy game of the Windows 7 era. FE has problems with game pacing (even the tutorial gets bogged down ending turns), user interface annoyances that haven't been addressed fully - such as when a city stops producing the game doesn't flag it, lack of movement type variation (flying, sailing etc), and tactical battles that require little actual strategy. Not sure if these will be addr
The placement looks good but I would still prefer to be able to move units into the ranks. Also, please have units start in auto-defence mode.
If I have time I'll be trying to make a small mod that: starts each player with 2 other starter units Starts each player with at least the Leather Armour tech and possibly add some other base-level equipment into it for each type so that a unit built in turn 1 can be useful for the whole game. Remove the Group Size dynamic and just have all troops with 6 members for the whole game (let the cost dictate what you can build) Remove all the big tem
[quote who="Lord Xia" reply="2" id="3249092"]As for tactical battles, I think a couple things would really help. Being able to assign placement, not every battle, but be able to arrange my army so I know if I do start a battle, my meat shields are up front and my archers/mages are behind. Also, I would want to limit the range of bows and magic. Right now as you start a battle, all archers can target a single enemy across the map. It's tried to be bal
Thanks Derek, for your great direction and vision for what FE has become. I can appreciate the hard decisions you made (removing dynasties and simplifying concepts etc) and I think it's great that you obviously had such a great supportive working environment to make the changes that needed to be made.
Congratulations to all at Stardock for getting the game to this point. This game is a joy to play and while there are things I would love to have seen improved with regards the UI, I think the game is very good and will be one of my favourite games for quite some time. I just hope the launch is successful enough to warrant future patches and further iterations. Putting my UI wishlist aside and trying to look at the game through 'first-time eyes', I still feel there is
I have an Ophidian in a stack that can't be hit with ranged or special attacks (such as webbed). Had the AI throw knives and shoot arrows at it but it displays 'Immune' for these attacks.
[quote who="AlLanMandragoran" reply="1" id="3244059"]I will learn all of this and make a Wheel of Time mod. Well, I'd like to.[/quote] I'm half way through that series of books now and they remind me a lot of Elemental. :) Excellent read.
[quote who="Frogboy" reply="7" id="3244068"]...I don't think this *feature* request could remotely be considered a "must have" prior to release. Personally, I'd put the ability to define how units will behave in battle above placement (i.e. aggressive vs. passive vs. flee). These are all things we'd like to look into along with things like rally points on the main map, units spawning ON the city tile (not outside the city to the bottom left), showing the path a un